TESV Ideas and Suggestions #138,

Post » Fri May 27, 2011 6:11 pm

Welcome to TES V Ideas and Suggestions # 138

This thread is for ideas and suggestions for TES:V and to keep all the general discussion in one series of threads.

To discuss major issues, use a separate topic, such as the levelling topic.

Other general topics on this will either be closed or moved here.

Please at least try to read the previous few threads to avoid too much repetition:


http://www.gamesas.com/bgsforums/index.php?showtopic=1023937
http://www.gamesas.com/bgsforums/index.php?showtopic=1025326
http://www.gamesas.com/bgsforums/index.php?showtopic=1026491
http://www.gamesas.com/bgsforums/index.php?showtopic=1027877
http://www.gamesas.com/bgsforums/index.php?showtopic=1028435
http://www.gamesas.com/bgsforums/index.php?showtopic=1029965
http://www.gamesas.com/bgsforums/index.php?showtopic=1031535
http://www.gamesas.com/bgsforums/index.php?showtopic=1032326
http://www.gamesas.com/bgsforums/index.php?showtopic=1034439
http://www.gamesas.com/bgsforums/index.php?showtopic=1036286
http://www.gamesas.com/bgsforums/index.php?showtopic=1038148
http://www.gamesas.com/bgsforums/index.php?showtopic=1041304
http://www.gamesas.com/bgsforums/index.php?showtopic=1044483
http://www.gamesas.com/bgsforums/index.php?showtopic=1048173
http://www.gamesas.com/bgsforums/index.php?showtopic=1051579
http://www.gamesas.com/bgsforums/index.php?showtopic=1054161
http://www.gamesas.com/bgsforums/index.php?showtopic=1056032
http://www.gamesas.com/bgsforums/index.php?showtopic=1057095
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Megan Stabler
 
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Post » Fri May 27, 2011 12:01 pm

Things for TES 5
-----------------------------------------

1. Unrest in Empire, people taking matters into there own hands and you the character can help make or break the current government.
2. Lots of Weapons
3. Places where I can change the look of my face
4. Corruption in the Empire
5. More NPCs and cities
6. More conflicts between races, Argonians vs Kahits
7. Slaves, yes I want a quest where you help free people from slavery or make people slaves
9 Interesting Landscapes and scenery
10. More interest in lore
11. Join any faction, or most
12. Big battles, not to many NPCs something like 20 shouldn't damage the frame rate

That's all for now
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Raymond J. Ramirez
 
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Post » Fri May 27, 2011 9:24 am

Hey, sorry if this has been posted before, this is my first post here.

I feel like these games could really benefit from the addition of more in depth combat. similar to, but not the same as dark messiah. i mean this the sense that more than just bland hacking animations. things like parrying, finishing moves, bashing with a shield, and effective counters would add so much and make it feel much less static. This goes for magic too, not every spell should be a point of the finger and there it goes, some spells should need time to conjure, or use both hands, etc.

When i look down, i want to see my legs. just this little bit would make me feel alot more like a character, and less like a pair of hands on a mission.

While not necessarily destructable (which would be nice) but effectable environments. i should be able to knock over table, chairs, and the like. and in turn, people should get angry at this.

Different races should have different animations, not just different faces. an argonian should fight differently than an orc, and should walk differently too (bring back the morrowind style beast race legs).

Climbing should be added. for thieves, and just in the wilderness, plus, it makes sense.

i could say much more but i'm sure it's been said before.
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MR.BIGG
 
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Post » Fri May 27, 2011 8:20 pm

How do you get Sir Healsalot out of what I said? I'm not making fun of Sir lancelot or anything, I just think potions should restore health but not heal your injuries.

:nuts:

potions, doctors, healing, they all fit into the healing category. heal + s + alot = healsalot, sir + healsalot = sir healsalot

anyways, race-enhanced attributes shouldnt just start you out with 5 more points, but should actually increase the limit by 5 points. take a khajiit, for example. they get they acrobatics bonus (i think), but so what? they just stop once they reach 100. and an imperial at 100 can jump the same hight as the khajiit. if you have an imperial and a khajiit at 100 acrobatics, the khajiit should jump higher, because they have specially designed feet/legs. from what i know, imperials dont. but an imperial could usually best a khajiit in combat, because the imperials have more combat bonuses.

aaaannnnddd, we need more joinable factions. if your an expert conjurer that is known to carry black soul gems, necromancers and conjurers shouldnt just attack you at first sight, because you might want to join them. or the blackwood company. if youre not one of the fighters guild and youre talented with combat, the bwc shouldnt just ignore you, they might invite you. or you could ask one of their members.

"Hey, can I join you?"
"No, go away!"
"Why not?"
"Because you're not one of us! Now go away!"
"But I'm offering to join you, which would make me one of you, if you invite me..."
"What the hell is wrong with you? I said no, NOW SCRAM!"





........................................... :shakehead:
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Franko AlVarado
 
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Post » Fri May 27, 2011 10:30 am

potions, doctors, healing, they all fit into the healing category. heal + s + alot = healsalot, sir + healsalot = sir healsalot

anyways, race-enhanced attributes shouldnt just start you out with 5 more points, but should actually increase the limit by 5 points. take a khajiit, for example. they get they acrobatics bonus (i think), but so what? they just stop once they reach 100. and an imperial at 100 can jump the same hight as the khajiit. if you have an imperial and a khajiit at 100 acrobatics, the khajiit should jump higher, because they have specially designed feet/legs. from what i know, imperials dont. but an imperial could usually best a khajiit in combat, because the imperials have more combat bonuses.


Exactly. And skills should also continue to improve post-100. As it is, practically none of the skills do anything more once you get over 100.
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Adrian Morales
 
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Post » Fri May 27, 2011 10:00 am

i wish theyd get rid of speechcraft being one of the major attributes of the knights. some knights werent even knightly at all; some were very unpleasent. being a knight back then was pretty much a rank, and while they did have high expectations, most never met them.

and tabards, coats-of-arms, belts, etc






http://en.wikipedia.org/wiki/Knight#Chivalric_code
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Lucky Boy
 
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Post » Fri May 27, 2011 9:03 am

On level caps, i think every race should have level cap increases and decreases for every skill (not just round numbers) instead of just skill increases. Attributes should be static and from one to ten, and they should govern your overall skill caps. You would have to think more in order to create a balanced character. In this way the Nords can't become master bowmen to rival the Bosmer.
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Brandon Wilson
 
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Post » Fri May 27, 2011 1:37 pm

Please, for the sake of all that is TES, have a faction/guild similar to the Black Hand with fun and entertaining assassinations and scenarios. Some things to possibly consider:
  • More marine wildlife, a much needed addition.
  • Some good money making skills such as mining and fishing.
  • Simply keep up the good work from the past TES games. :goodjob:

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jesse villaneda
 
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Post » Fri May 27, 2011 8:46 am

counter attacks
i.e. weapon grabing,
throwing/triping chageing attackers
grabing missiles out of the air.
locking/braking limbs

better hand to hand
oddy a master still fights like a drunk.
better skill shoud get better punchs/kicks
more hand to hand attacks:kicks,head buts,holds,elbow strikes...
hold power attack that strangels,kills,ok based on time and skill.
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Jake Easom
 
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Post » Fri May 27, 2011 7:32 pm

Being able to create weapons and armor with armorer skill. I'd like to at Master Armorer, be able to find some ebony armor, get a daedric soul (Dremora Lord or higher) and create daedric armor at Master Armorer.
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Bloomer
 
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Post » Fri May 27, 2011 5:00 pm

Counter attacks! Thats a good idead Funk! Like when enemy is trying to stab you, you can quickly dodge, leaving him harmleess for a chop!

Or maybe a other kind of counter attack
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George PUluse
 
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Post » Fri May 27, 2011 9:20 am

counter attacks
i.e. weapon grabing,
throwing/triping chageing attackers
grabing missiles out of the air.
locking/braking limbs

better hand to hand
oddy a master still fights like a drunk.
better skill shoud get better punchs/kicks
more hand to hand attacks:kicks,head buts,holds,elbow strikes...
hold power attack that strangels,kills,ok based on time and skill.


Dude wait what?
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Tessa Mullins
 
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Post » Fri May 27, 2011 3:36 pm

And we need better body models.
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Paula Ramos
 
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Post » Fri May 27, 2011 11:59 am

Dude wait what?


He probably means catching arrows in flight ...
For the record, Mythbuster busted this myth, but who cares ...

And we need better body models.


Isn't this the kind of stuff that should naturally happen even if we don't ask about it ?
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jenny goodwin
 
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Post » Fri May 27, 2011 3:02 pm

What if they made the telekinesis spell more meaningful? Like a force push type deal? Like you could deflect incoming projectiles (arrows, fireballs, etc)?
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sarah
 
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Post » Fri May 27, 2011 8:01 am

What if they made the telekinesis spell more meaningful? Like a force push type deal? Like you could deflect incoming projectiles (arrows, fireballs, etc)?


Good idea ...
Telekinesis is kinda useless in the TES games (well, not really, but its use is kinda limited) when its potential is immense.
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Gwen
 
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Post » Fri May 27, 2011 8:36 am

I think locational damage could massively improve combat. As you click for an attack you move the crosshairs in the direction you want to swing your weapon to the part of the body you want to strike. If they realy wanted to make the melee awsome they would make different strike combinations have different animations and affect the enemy in different way. I definatly dont mean pre-set combos or anything like that. For example, if you strike their left shoulder in a downwards diagonal motion your weapon will be by the bottom left side of your body and if your next strike is a rightward strike it will be quicker and flow much better than if you lift your weapon up and right to do the same strike again. Power attacks could work well in this system, the journeyman perk gives you a mastery horizontal power attack to the opponents sword hand with a chance of disarming, the expert perk gives you a mastery low power attack to the legs with a chance of crippling and the master perk is a powerstrike to the head with a chance of paralyzing, for example.
This would obviously be the same with ranged attacks, the old marksman perks were pretty rubbish imo.
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lolly13
 
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Post » Fri May 27, 2011 5:02 pm

He probably means catching arrows in flight ...
For the record, Mythbuster busted this myth, but who cares ...



Isn't this the kind of stuff that should naturally happen even if we don't ask about it ?


I would never have guessed.
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Nathan Barker
 
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Post » Fri May 27, 2011 9:54 am

If there's one (or two or three or four) thing(s) that Dragon Age: Origins did extremely well that I would want Bethesda to take note of, they are the following:

1: Music and noise.
Background noises fit into areas spectacularly well in DA:O. If dogs are nearby, you hear them barking from distances. If swordplay is occurring, you hear that, too. You hear wind effects, you hear both clear and concise speech and dim indistinguishable pvssyr. You hear the moans of the injured, you hear the sounds of the magi. You HEAR the world when you turn off the music volume, and there's a helluva lot to hear. And speaking of music, that brings me to point 2. Utilize music to fit what's going on in the environment and what the player's engaged in. And no, that doesn't mean doing something as simple as playing a different category of music tracks if we're in battle, in the wilds, or in cities. In DA:O, the background music is a lot more dynamic based on what you are doing and where you are doing it. If you're just standing around in the same area, there's likely to be no music, allowing you to appreciate the rest of the audial atmosphere for that area. When you begin talking to someone and start getting into dialogue options, the music swells to reflect the participation in dialogue. When you wander around the local area, the music changes accordingly. It flows. It's not just a continuous fantasy playlist; it conveys emotion by its dynamic crescendos an appropriate silences.

2: Proper scale of architecture and landscape.
Did anyone else wander Ostagar, look at its towers and ruins, and then gaze over its precipices and feel completely dwarfed by the amazing scope and scale of the landscapes and architecture, in terms of height? Just the walls of the ruins were probably 30-40x taller than the average human or elf player. And looking down into that pass from the bridge, and the valley below... It was just a raw sense of "Wow, I'm ridiculously high off the ground, here." That kind of height in Oblivion was probably only matched by the Jerall or Valus mountains as compared to the Rumare valley. And the sense of height there was pathetically undercut by the overall gentle slope from central valley floor to mountain peaks far to the north and east. There were no sharp precipices, no cliff-faces. And in DA:O, while you can see that you're certainly high up, in the distance, you can see mountains that are clearly higher than you. Oblivion (and Morrowind, and every ES game ever) completely undercuts a true sense of height. And while I know that's immeasurably difficult, what with the heightmap editor they use, surely a combination of heightmap and static meshes would produce a good result. But they have no excuse with buildings. Even if they ARE tall in Oblivion, they certainly don't FEEL tall, at least not compared to what DA:O brought to the table. The chapels in Oblivion may actually be ginormous, but they lack the overall effect because they're the only uber-tall thing around, are surrounded by one-to-two story buildings, and are therefore brought back down to earth by association. Which just goes back into what I've been saying for quite some time now with my Ideas and Improvements regarding Large Cities: In cities, don't be afraid to build UP!
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Alex Vincent
 
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Post » Fri May 27, 2011 6:31 pm

A bigger presence of Vampires and Werewolves, maybe they're having a war.
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Flash
 
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Post » Fri May 27, 2011 7:02 am

A bigger presence of Vampires and Werewolves, maybe they're having a war.


The anti-underworld army is marching.....
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Nicole Mark
 
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Post » Fri May 27, 2011 6:02 am

potions, doctors, healing, they all fit into the healing category. heal + s + alot = healsalot, sir + healsalot = sir healsalot

anyways, race-enhanced attributes shouldnt just start you out with 5 more points, but should actually increase the limit by 5 points. take a khajiit, for example. they get they acrobatics bonus (i think), but so what? they just stop once they reach 100. and an imperial at 100 can jump the same hight as the khajiit. if you have an imperial and a khajiit at 100 acrobatics, the khajiit should jump higher, because they have specially designed feet/legs. from what i know, imperials dont. but an imperial could usually best a khajiit in combat, because the imperials have more combat bonuses.

aaaannnnddd, we need more joinable factions. if your an expert conjurer that is known to carry black soul gems, necromancers and conjurers shouldnt just attack you at first sight, because you might want to join them. or the blackwood company. if youre not one of the fighters guild and youre talented with combat, the bwc shouldnt just ignore you, they might invite you. or you could ask one of their members.

"Hey, can I join you?"
"No, go away!"
"Why not?"
"Because you're not one of us! Now go away!"
"But I'm offering to join you, which would make me one of you, if you invite me..."
"What the hell is wrong with you? I said no, NOW SCRAM!"





........................................... :shakehead:


In my own opiion if your character is naturally inclined to lets say acrobatics then the character should be able to train that skill faster and easier than one that is not...but that is just my opinion.
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Silvia Gil
 
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Post » Fri May 27, 2011 4:43 pm

The anti-underworld army is marching.....

And now it arrives.



To the proponents of a Vampire-Lycanthrope war:
*Ahem.*
Vampires and Lycanthropes may be pitted against each other without distinct cause or reason in other mediums, but in TES, Vampires and Lycanthropes have absolutely no reason to be locked in a deadly-yet-oh-so-incredibly-cliche evil creature war. Vampires stick to their hunting methods via clans, and Lycanthropes stick to their solo ways of just trying to get by without becoming insane from their monthly forays. Vampires themselves are often far too fractured along petty bloodlines and fighting themselves to actually unite into a cohesive war-like force, and Lycanthropes are too primal and mindless in their transformations to warrant working together at all; the Lycanthropes would just see each other as competition for prey even outside of transformation.

The only times that Lycanthropes DO cohesively come together is whenever Hircine has himself a big once-in-an-Era moment, such as the Bloodmoon. Vampire bloodlines have no patron whatsoever that would inspire them to come over their bloodline differences (and to give you an idea of the bloodline fracturing, in the Iliac Bay alone, there were 9 distinct Bloodlines, all pitted against each other, in just that small section of the Tamrielic continent).

In other words, if they are even on each others' radars, they don't care about each other enough in the slightest to do something about it, and even if they do care somewhat (big huge massive IF), they lack the ability to come together and fight each other.
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Alexis Estrada
 
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Post » Fri May 27, 2011 8:02 am

I think locational damage could massively improve combat.

I'm all for locational damage. I'd go even further than the usual "Head, body, arms, legs" style and have it very detailed, including the eyes, hands and feet (among others) as a hit location and also taking inner organ damage and broken bones into account.
Now some would say "going too detailed is not necessary", however in a games such as TES that's supposed to be "detailed" such things should be considered. Imagine beating an enemy by breaking his hands so he can't operate a weapon anymore, if your field is unarmed combat dislocating joints or breaking bones could actually be one of your specialties. Or blinding someone with dust to the eyes.

This also includes that certain damages don't mean more health loss but have other effects. For example, getting hit in the leg over and over wouldn't necessarily increase health loss, after all after a certain amount of damage that leg is pretty much crippled. But what does happen is that the leg is less useful (up to the point where it can't do anything) and the damages become harder to repair.

Some damages effects are obvious, muscle damage can render a limb partly to fully useless, same for a broken bone (so cuts and strong blunt forces have a chance of "crippling"). Strong hits in the head can cause the character to feel dizzy or passing out for example.
In that case a head shot or a shot through the heart actually don't necessarily have to mean instant death but a EXTREMELY strong health loss plus a almost instant knock out.

Some hit locations would also be pretty "reserved" for certain attacks, a slit throat would be very unlikely during normal combat but nearly guaranteed while sneak-attacking someone. Dislocating someones joints can randomly happen during combat but can be actively done in unarmed combat.

Including organ damage would also make arrows a lot more realistic, their strength does not lie in doing a lot of tissue damage but rather deep muscle and organ damages. This would also improve daggers as they too make less tissue but more organ damage from stabbing as opposed to swords which cause large area tissue damages.

Also I'd take another step further and say "no more old school hitpoints". There would still be SOMETHING like hitpoints but not quite in the "you reach zero and die" way. Overall your hitpoints could be your "blood loss" from injures.
With what I mentioned before a heavy leg injure can cause a bleeding wound, if you hit a main artery this is pretty much the maximum possible health loss as that's the highest possible blood loss. However even though that can't cause more (or rather faster) health loss more injure can still mean more damage with the above mentioned effects.
Also there can be "critical blood loss" that means death within seconds, for example a slit throat or penetrated hearth. Some organ damages like a injured liver can also cause very strong internal bleedings that can't just be fixed with bandages, those would require more advanced magic, healing potions or expanded medical skills.

Another thing playing into this is fatigue. Being so low on fatigue that you pass out would actually be extremely dangerous as, in that state, you are fully vulnerable. More injures also mean less stamina regeneration which means the harder you or your opponent are hit the more likely they become to drop from exhaustion making them open for a fatal blow (or tying them up and leaving them naked and ridiculed :P)


Anyway, still gotta work on a system for that but that kinda outlines the basics of what I have in mind.
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Mimi BC
 
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Post » Fri May 27, 2011 5:10 am

@-Daniel Kay
They had lots of damaging and crippling limbs in Fallout so Bethesda should be able to do it for TES, also why does everyone hate hit points?!
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Andres Lechuga
 
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